have gameplay objects access PlayerStageStats though a member pointer and not directly access g_CurStageStats.

This commit is contained in:
Chris Danford
2004-12-22 07:31:27 +00:00
parent 7d285a5731
commit a1340dd1c0
10 changed files with 141 additions and 94 deletions
+11 -3
View File
@@ -253,7 +253,12 @@ void ScreenGameplay::Init()
{
case PrefsManager::SCORING_MAX2:
case PrefsManager::SCORING_5TH:
m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2( m_apSongsQueue, m_vpStepsQueue[p], m_asModifiersQueue[p], GAMESTATE->m_pPlayerState[p] );
m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2(
m_apSongsQueue,
m_vpStepsQueue[p],
m_asModifiersQueue[p],
GAMESTATE->m_pPlayerState[p],
&g_CurStageStats.m_player[p] );
break;
default: ASSERT(0);
}
@@ -261,7 +266,9 @@ void ScreenGameplay::Init()
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_RAVE:
m_pSecondaryScoreKeeper[p] = new ScoreKeeperRave( GAMESTATE->m_pPlayerState[p] );
m_pSecondaryScoreKeeper[p] = new ScoreKeeperRave(
GAMESTATE->m_pPlayerState[p],
&g_CurStageStats.m_player[p] );
break;
}
}
@@ -820,6 +827,7 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
m_Player[p].Load(
GAMESTATE->m_pPlayerState[p],
nd,
&g_CurStageStats.m_player[p],
m_pLifeMeter[p],
m_pCombinedLifeMeter,
m_pPrimaryScoreDisplay[p],
@@ -1755,7 +1763,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
}
}
/* Nothing else cares about releases. */
/* Nothing below cares about releases. */
if(type == IET_RELEASE) return;
// Handle special keys to adjust the offset